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chronicheadache

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A member registered Dec 21, 2023 · View creator page →

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Thank you! Participating in tiny game jams often feels like the only way I can get myself to finish things... but I'm hoping that motivation carries over to some bigger ideas someday :)

I wish you luck on all your future projects!

Thank you so much! :)

Thank you! :)

Thank you so much!

I used the Bitsy engine for this, which I think is the only reason I could finish it in three hours lol. Bitsy makes it easy to create tiny sprites/maps/sounds very quickly, and the basic movement code is built-in. I also reused a lot of sprites throughout the levels and picked out my colors beforehand. So it was just a matter of adding stuff until I ran out of time ;) I went way over the three hour limit in the last two Trijams I did haha.

I love Xenogears with all my heart. It is the ultimate overscoped video game lol.

Ooh, thank you for the recommendations. I've heard of a few of these artists but not most of them. I know what I'll be listening to later today!

I would love to see this game developed further! It works great as-is, but also could definitely be a prototype for a bigger project. Maybe more levels (or do make it endless)? Ramps and obstacles? Timed score attacks? So many possibilities :)

It was effective! Edited my comment to not spoil anything :)

Clever concept, really satisfying to play! And it fits the theme perfectly. I got to level 30 :)

I did use the hint, but I don't doubt that someone could run into it naturally if they put the game aside for a few minutes! It definitely felt like unlocking a hidden achievement, lol.

Basing your game on the story of Bluebeard was a really clever solution to the jam theme! I didn't think about using folktales/fairy tales as inspiration, but there sure are a lot of "forbidden doors" in those.

I love the visuals, especially the vertical orientation of the screen and the shaking hand animation whenever you encounter Bluebeard. I also liked the little surprise when you open the letter...

All of your Trijam entries I've played so far have been so unique! You have such a distinctive style.

NICE!! Arcologies is a perfect pick for the soundtrack. The controls here are fun and the aesthetics are super tight. I have a special place in my heart for games with cool water shaders.

I would love to play endless levels of jet-skiing around in this atmosphere. Really nice itch page, too :)

Neat concept! The limited field of vision adds a nice challenge. It took me about six minutes to beat the game.

Super polished for such a tiny jam! Great concept, too, even if it did make slightly sick to my stomach lol.

I really liked the cartoony yet immersive presentation. The gameplay was deceptively difficult! I played through quite a few times but was never able to make it to the end without puking in the hallway. That feels like a rite of passage, though. Sorry, mom...

HA this was great. At first I thought, "20 minutes? How???" Super fun interpretation of the theme.

Fun concept! I enjoyed making some very odd houses. 

The presentation is also very clean. I liked the clouds drifting by in the background, and the way the text swings up onscreen is a nice touch.

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Really fun gameplay loop and perfect interpretation of the theme! Making the pink/red doors similarly colored but just different enough to catch was also a nice design choice.

I was NOT at all prepared for what would happen when I opened the wrong door lol. (My best score was 1210 btw.)

Nice little puzzle game! I took notes to try and figure out the fewest number of moves it takes to solve it (I think it's 2, right?)

Excellent bunny sprite, too. I felt very motivated to help the bunny find a way out.

Thank you so much!

The simple joy of throwing around a bunch of objects in a 3D space! Fun stuff. I enjoyed just messing around with the physics for a while. It actually took me quite a bit of time to find the key the first time around.

I did have trouble triggering the "key + good door" ending, but I got the other three. Management probably wouldn't be happy about me standing around in the back room for five minutes, but they also wouldn't love to see what a mess I left for them in those other endings either...

Thank you! I'd definitely like to come back to this idea someday. I'll keep the request for an undo button in mind...

Thank you for playing, and for the thoughtful feedback!

I was struggling to concisely explain how you can only push/pull the box in line with yourself, so good to know I need to keep working on that description lol. And I agree on the other two points as well. Definitely things I'd want to fix up in a more fully-realized build.

I had been playing with the idea for this mechanic for a while and used this jam as a way to prototype it. I'd like to come back to this concept again, so it's useful to have good feedback to build off in the future. Thanks again :)

I got to the end! The block-linking mechanic added an interesting layer to the sokoban gameplay. Some of these levels were really challenging.

Super impressive that you were able to make a game that fits both jam themes, has quite a few levels, and implements a very useful undo feature all within such a short time period!

Ooh, good to know. I wasn't able to do too much playtesting, so I figured there were probably a few bugs like that still present. Thanks for playing! :)

WOW!! I got to phase 5 a few times, but only after realizing how essential the dash mechanic is. Can't stop playing. I will beat it eventually.

The visuals, audio, and gameplay feel are all incredible, and I especially love the screenshake effect. Super inspiring, very cool!!

Fun incremental game! I played until I got to a point where every upgrade required more than 1000 energy. I was surprised the forest was able to keep up with the gnomes' deforestation efforts.

But now I need to know: where did the cube come from? What does it want? What is it going to do with all that energy...???

Glad to report that I successfully adapted and found the cube. I look forward to participating in many more experiments in the future.

I also love how intense the music is. This is a very critical mission for the rat. Nice work!

I like how much momentum your ship has in this game. Once those asteroids start showing up by the dozens, you really have to strategize to find a path through.

I also like that it starts out deceptively easy, then gradually becomes a lot more difficult. Nice work!

Title of the game is accurate because I could not stop playing this one. Those corruption dice rolls were devastating after trying to score a big combo. This balancing on this is really good!

Also, the sound effects are perfect. They're really satisfying to hear as you watch those multipliers stack up.

I played this through a few times, taking different approaches to my conversation with the cube. I was impressed by how much hidden variation there is. Once it just hid in the cereal box most of the time, another time it disappeared my entire breakfast before I could get more than a few sentences out, and another time I thought we were having a nice chat until it picked up the butterknife...

Very fun and imaginative concept, and I love the art style and presentation! I'm curious about how the dialogue system works and why the cube reacts like it does, but I also like that it's totally mysterious when you play it. Cool stuff!!

At first I thought I could cheese the bottom screen by just driving along the dotted white lines, and then I got clobbered by an oncoming blue rectangle lol.

I like that this game requires you to split your attention between two different tasks simultaneously. The driving takes up most of your attention at first, but then the "feeding the cube" part gets frantic pretty quickly. Cool concept, fun game!

Way harder than it looks!! I had to start over quite a few times but I eventually made it to the end. I like that the level design encourages you to memorize the layout, but you also have to react quickly whenever you run into enemies. That area toward the end with the eagle and two rabbits was especially tough... Great work!

Great concept! It fits the theme perfectly, too. The thumbnail really pulls you in. I played a few times and eventually survived long enough that every car had a negative number of passengers... which might have been a bug, but it also means I won, right??

I may have come dangerously close to depleting all my life savings on popsicle merch, but I still won my ticket!! This was such a cute, concise experience with really charming visuals and good audio feedback. I liked all the little upgrades and the risks/rewards felt well-balanced. Super impressive!

Excellent idea!! I wish I had a real Playdate to try this on, but I still enjoyed reading your devlog and watching the results. C'est cool :)